HeroBlur.cs 4.0 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Chronos;
  5. /// <summary>
  6. /// 英雄残影
  7. /// </summary>
  8. public class HeroBlur : MonoBehaviour
  9. {
  10. public float interval = 0.1f;
  11. public float lifeCycle = 1.0f;
  12. float lastCombinedTime = 0.0f;
  13. /// <summary>
  14. /// 网格过滤组件
  15. /// </summary>
  16. MeshFilter[] meshFilters = null;
  17. /// <summary>
  18. /// 网格渲染组件
  19. /// </summary>
  20. MeshRenderer[] meshRenderers = null;
  21. /// <summary>
  22. /// skinned网格渲染组件
  23. /// </summary>
  24. SkinnedMeshRenderer[] skinnedMeshRenderers = null;
  25. public List<GameObject> objs = new List<GameObject>();
  26. public float scale = 2;
  27. public Color col = new Color(61,215,255,0);
  28. public float width;
  29. /// <summary>
  30. /// 材质
  31. /// </summary>
  32. public Material mat;
  33. /// <summary>
  34. /// 时钟组件
  35. /// </summary>
  36. public Timeline time
  37. {
  38. get
  39. {
  40. return GetComponent<Timeline>();
  41. }
  42. }
  43. // Use this for initialization
  44. void Start ()
  45. {
  46. //skinnedMeshRenderers = gameObject.GetComponentsInChildren<SkinnedMeshRenderer>();//获取网格渲染组件
  47. }
  48. /// <summary>
  49. /// 禁用
  50. /// </summary>
  51. void OnDisable()
  52. {
  53. if(objs != null)
  54. {
  55. foreach (GameObject go in objs)
  56. {
  57. Destroy(go);//销毁对象
  58. }
  59. objs.Clear();
  60. objs = null;
  61. }
  62. }
  63. /// <summary>
  64. /// 启用
  65. /// </summary>
  66. public void OnEnable()
  67. {
  68. if(mat == null)
  69. {
  70. mat = Resources.Load("Material/HeroBlur") as Material;
  71. }
  72. if (meshFilters == null)
  73. {
  74. meshFilters = gameObject.GetComponentsInChildren<MeshFilter>();//获取网格过滤组件
  75. }
  76. if (skinnedMeshRenderers == null)
  77. {
  78. skinnedMeshRenderers = gameObject.GetComponentsInChildren<SkinnedMeshRenderer>();//获取网格渲染组件
  79. }
  80. for (int i = 0; skinnedMeshRenderers != null && i < skinnedMeshRenderers.Length; ++i)
  81. {
  82. Mesh mesh = new Mesh();
  83. skinnedMeshRenderers[i].BakeMesh(mesh);//烘焙网格
  84. GameObject go = new GameObject();//新建残影对象
  85. //go.hideFlags = HideFlags.HideAndDontSave;//物体隐藏不保存
  86. MeshFilter meshfilter = go.AddComponent<MeshFilter>();//添加网格过滤组件
  87. meshfilter.mesh = mesh;//设置网格
  88. MeshRenderer meshRenderer = go.AddComponent<MeshRenderer>();//给残影对象添加网格渲染组件
  89. meshRenderer.material = mat;//设置材质
  90. //初始化褪色在对象
  91. InitFadeInObj(go, skinnedMeshRenderers[i].transform.position
  92. , skinnedMeshRenderers[i].transform.rotation
  93. , lifeCycle);
  94. }
  95. }
  96. // Update is called once per frame
  97. void Update ()
  98. {
  99. }
  100. /// <summary>
  101. /// 初始化褪色在对象
  102. /// </summary>
  103. /// <param name="go">独享</param>
  104. /// <param name="position">位置</param>
  105. /// <param name="rotation">旋转</param>
  106. /// <param name="lifeCycle">生命周期</param>
  107. private void InitFadeInObj(GameObject go, Vector3 position, Quaternion rotation, float lifeCycle)
  108. {
  109. if(go)
  110. {
  111. //go.hideFlags = HideFlags.HideAndDontSave;//隐藏不保存
  112. go.transform.position = position;
  113. go.transform.rotation = rotation;
  114. FadeIn fi = go.AddComponent<FadeIn>();//添加褪色进入组件
  115. fi.time = time;
  116. fi.lifeCycle = lifeCycle;//设置生命周期
  117. fi.scale = scale;//设置透明度
  118. //fi.color = col;//设置颜色
  119. // Debug.Log("col1111..... " + FadeIn.color.r + " " + FadeIn.color.g + " " + FadeIn.color.b + " width " + FadeIn.width);
  120. if (objs != null)
  121. objs.Add(go);//添加到对象集合
  122. }
  123. }
  124. }